Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Weiler
Battle of the Bulge #6
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 26th Volksgrenadier Division
United States 28th "Keystone" Infantry Division
Display
Balance:



Overall balance chart for BaBu006
Total
Side 1 19
Draw 0
Side 2 1
Overall Rating, 19 votes
5
4
3
2
1
2.63
Scenario Rank: 878 of 940
Parent Game Battle of the Bulge
Historicity Historical
Date 1944-12-16
Start Time 06:30
Turn Count 48
Visibility Day
Counters 53
Net Morale 0
Net Initiative 3
Maps 2: 10, 11
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 86
AAR Bounty 141
Total Plays 20
Total AARs 6
Battle Types
Exit the Battle Area
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Base Game
Introduction

The 1st Battalion of the 39th Volksgrenadier Regiment was on the left flank of the regiment's advance on Wiltz. As the road through Wahlhausen was cleared, the left flank of the advancing battalion ran into the outposts of I Company, 110th Infantry Regiment, based in Weiler, south of Wahlhausen. While the American position proved a thorn in the Germans' side, their most important objective was the securing of the route through Wahlhausen on the road to Wiltz.

Conclusion

The German advance was inconvenienced by the American position in Weiler and increasing force was used to drive the two platoons of Company I from the town. Early in the morning the Americans shot up a German force trying to bypass the town and forced the survivors to withdraw. By 1900 the Germans had surrounded the town and had the Americans under heavy attack. The Americans pulled out of Weiler shortly afterward.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
  • Towed
United States Order of Battle
Army
  • Motorized
  • Towed

Display Errata (2)

2 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (6)

Very one-sided
Author mikosevar (Germany)
Method Other
Victor Germany
Participants berghest
Play Date 2015-06-07
Language English
Scenario BaBu006

Finished this game in about 10 turns. The Americans have very little units and can basically only try to hold on to the village in the center of map 10. The Germans also start with a low number of troops, but I got about 2-3 units per turn in reserves. The StuG showed up by turn 10, but before he hit the table, the game was already decided. Some of my troops circled the village from the eastside, and took positions south of the village. The other issue showed now: even though the American player sent out troops to take these on and win the game by making me lose 6 steps, I could almost be sure to have the first action, allowing me to use the woods to remain out of sight and evade opportunity fire. I did get lucky though, and while I planned to move reserves into the village from the west while laying down suppressive fire from the forest to the northeast, this turned out too succesful: 2-11-12 rolls on direct fire made mincemeat of the US infantry and HMG...

Not a bad mission, but not a lot of fun for the US player.

0 Comments
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Battle of the Bulge Scenario 6
Author triangular_cube
Method Solo
Victor Germany
Play Date 2017-01-07
Language English
Scenario BaBu006

The Germans have a fairly overwhelming force to bring to bear again this scenario. The OBA can do most of the work here due to the generous time limit. The scenario plays like most of those before it in BotB.

The Americans start mostly on the southern board and must rush to the town on board 10 on turn 1 to set up a defense. The Germans get to advance slowly, while visibility is reduced in the early game, and skirmish with their artillery and MGs until a strong body of reinforcements arrive. Once they do, they seemingly would not have much difficulty overcoming the American forces in the town.

Once significant forces arrive for the Germans, including their Wirbelwind, they move in and the American defense folded under the pressure. This seemingly meets the historical outcome of the scenario. Normally I would give this one a 2 due to the imbalanced nature of it, but the die rolls favored the Americans a bit, just enough to make it interesting for a while, and i knocked it up one due to the fun factor of my play.

Germans win.

0 Comments
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Holy Catfish! Look at all the Germans!
Author Grognard Gunny
Method Solo
Victor Germany
Play Date 2023-01-31
Language English
Scenario BaBu006

I kinda feel for those poor troops. The Americans hold on for around 5 turns.... then things kinda get away. Which is what I expected looking over the scenario. For an exercise in futility this is the one for you... the Americans, of course.

1 Comment
2023-01-31 15:55

So true! Suitable for solo play only, as so many of the PG scenarios are. They may be historically accurate as conflict simulations, but they are not balanced enough to be fun to play with others.

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Battle of The Bulge, scenario #6: Weiler
Author JayTownsend
Method Solo
Victor Germany
Play Date 2011-04-20
Language English
Scenario BaBu006

*Since Battle of The Bulge 2: Elsenborn Ridge came along, I haven’t played many of the scenarios from the first Bulge and it’s been good long time, that I missed it and found a large list of scenarios I still want to play from it. I picked Weiler even though I thought it looked unbalanced but still very interesting. There are two different German Victory Condition Options; 1 or 2. Option #1 looked more challenging for the Germans but option #2 as written didn’t make too much sense and looked way too easy for the Germans, so I picked Option #1 for the game.

*The Germans must control all the town hexes on both map boards 10 & 11 without losing more then 6 steps of units. The Germans also have about a 4 to 1 advantage counting reinforcements that come on board with different dice rolls throughout the game. They also have a large amount of off-board Artillery. The American have nothing but a road bump on map 10 and a little bit more on map 11 but not much more. But still this looks fun to play!

*The Germans steam rolled the American infantry on map 10 and large amounts of their reinforcements came in early. They were then able to focus their full attention to map 11 and the one shot the Americans 57mm AT gun had at some German armor, failed to penetrate. The Germans brought their full force to bare on the town hexes on board #11. Never let a Wirbelwind accompanied by a few Infantry units get adjacent to your Infantry as the direct fire total is a real killer, no pun intended. The Germans were easily able to clear all the town hexes for a clear victory. I believe this scenario favors the Germans but hey, it was fun to move a Wirbelwind unit around and it’s a fun to play.

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Wake me when it gets fun
Author J6A
Method Solo
Victor Germany
Play Date 2012-03-30
Language English
Scenario BaBu006

This is a real snoozer of a scenario. The Americans have almost no force, an initiative disadvantage, no OBA and a lot of ground to defend. The Germans don't start with much, however they get a lot of reinforcements. And there just aren't enough Americans to stop them or, really, make it interesting. In my play, the Americans committed more troops to board 10 to stem the tide. A few Germans tried to bypass the town and got shot up by an HMG for their troubles (mirroring history). The main force, with the aid of a StuGIII, pressed the attack on the town on board 10 and basically through overwhelming firepower were able to kill a step and disrupt a unit and then move in for an assault kill. Two more American platoons tried to stem the tide, and the Germans either went around them or just swarmed them. I don't see how the Americans have any real shot in this scenario.

I went with the Option 1 victory conditions, which I think are easier. I don't think the Germans would have had much trouble with option 2, either. There are just too many of them and the Americans have to defend against both victory choices.

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Defeat in Wahlhausen
Author Bart
Method Solo
Victor Germany
Play Date 2013-03-17
Language English
Scenario BaBu006

This was not much of a fight. Either German VC option would make Wahlhausen the place to be, so off the Germans went out of Weiler and onto board 10 towards Wahlhausen. With low visibility rolls they could do this without being harassed by German arty. The American troops were quickly surrounded and, with the help of heavy artillery and the Stug, quickly eliminated. Almost 2/3 of the German troops were on board by turn 8. The Wirblewind didn't even make it on board. All American steps were destroyed by turn 12. The Germans lost 1 step and two leaders. One of them by a sniper.

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